//// dear imgui: Renderer for DirectX9
//// This needs to be used along with a Platform Binding (e.g. Win32)
//
//// Implemented features:
////  [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID!
////  [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
////  [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
//
//// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
//// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
//// https://github.com/ocornut/imgui
//
//// CHANGELOG
//// (minor and older changes stripped away, please see git history for details)
////  2020-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
////  2019-05-29: DirectX9: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
////  2019-04-30: DirectX9: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
////  2019-03-29: Misc: Fixed erroneous assert in ImGui_ImplDX9_InvalidateDeviceObjects().
////  2019-01-16: Misc: Disabled fog before drawing UI's. Fixes issue #2288.
////  2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
////  2018-06-08: Misc: Extracted imgui_impl_dx9.cpp/.h away from the old combined DX9+Win32 example.
////  2018-06-08: DirectX9: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
////  2018-05-07: Render: Saving/restoring Transform because they don't seem to be included in the StateBlock. Setting shading mode to Gouraud.
////  2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX9_RenderDrawData() in the .h file so you can call it yourself.
////  2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
//
//#include "../imgui/imgui.h"
//#include "imgui_impl_dx9.h"
//
//// DirectX
//#include <d3d9.h>
//#define DIRECTINPUT_VERSION 0x0800
//#include <dinput.h>
//
//// DirectX data
//static LPDIRECT3DDEVICE9        g_pd3dDevice = NULL;
//static LPDIRECT3DVERTEXBUFFER9  g_pVB = NULL;
//static LPDIRECT3DINDEXBUFFER9   g_pIB = NULL;
//static LPDIRECT3DTEXTURE9       g_FontTexture = NULL;
//static int                      g_VertexBufferSize = 5000, g_IndexBufferSize = 10000;
//
//struct CUSTOMVERTEX
//{
//    float    pos[3];
//    D3DCOLOR col;
//    float    uv[2];
//};
//#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
//
//// Forward Declarations
//static void ImGui_ImplDX9_InitPlatformInterface();
//static void ImGui_ImplDX9_ShutdownPlatformInterface();
//static void ImGui_ImplDX9_CreateDeviceObjectsForPlatformWindows();
//static void ImGui_ImplDX9_InvalidateDeviceObjectsForPlatformWindows();
//
//static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data)
//{
//    // Setup viewport
//    D3DVIEWPORT9 vp;
//    vp.X = vp.Y = 0;
//    vp.Width = (DWORD)draw_data->DisplaySize.x;
//    vp.Height = (DWORD)draw_data->DisplaySize.y;
//    vp.MinZ = 0.0f;
//    vp.MaxZ = 1.0f;
//    g_pd3dDevice->SetViewport(&vp);
//
//    // Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing, shade mode (for gradient)
//    g_pd3dDevice->SetPixelShader(NULL);
//    g_pd3dDevice->SetVertexShader(NULL);
//    g_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
//    g_pd3dDevice->SetRenderState(D3DRS_LIGHTING, FALSE);
//    g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
//    g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
//    g_pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
//    g_pd3dDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
//    g_pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
//    g_pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
//    g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE);
//    g_pd3dDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
//    g_pd3dDevice->SetRenderState(D3DRS_FOGENABLE, FALSE);
//    g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
//    g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
//    g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
//    g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
//    g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
//    g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
//    g_pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
//    g_pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
//
//    // Setup orthographic projection matrix
//    // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
//    // Being agnostic of whether <d3dx9.h> or <DirectXMath.h> can be used, we aren't relying on D3DXMatrixIdentity()/D3DXMatrixOrthoOffCenterLH() or DirectX::XMMatrixIdentity()/DirectX::XMMatrixOrthographicOffCenterLH()
//    {
//        float L = draw_data->DisplayPos.x + 0.5f;
//        float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x + 0.5f;
//        float T = draw_data->DisplayPos.y + 0.5f;
//        float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y + 0.5f;
//        D3DMATRIX mat_identity = { { { 1.0f, 0.0f, 0.0f, 0.0f,  0.0f, 1.0f, 0.0f, 0.0f,  0.0f, 0.0f, 1.0f, 0.0f,  0.0f, 0.0f, 0.0f, 1.0f } } };
//        D3DMATRIX mat_projection =
//        { { {
//            2.0f/(R-L),   0.0f,         0.0f,  0.0f,
//            0.0f,         2.0f/(T-B),   0.0f,  0.0f,
//            0.0f,         0.0f,         0.5f,  0.0f,
//            (L+R)/(L-R),  (T+B)/(B-T),  0.5f,  1.0f
//        } } };
//        g_pd3dDevice->SetTransform(D3DTS_WORLD, &mat_identity);
//        g_pd3dDevice->SetTransform(D3DTS_VIEW, &mat_identity);
//        g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat_projection);
//    }
//}
//
//// Render function.
//// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
//void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
//{
//    // Avoid rendering when minimized
//    if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
//        return;
//
//    // Create and grow buffers if needed
//    if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount)
//    {
//        if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
//        g_VertexBufferSize = draw_data->TotalVtxCount + 5000;
//        if (g_pd3dDevice->CreateVertexBuffer(g_VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL) < 0)
//            return;
//    }
//    if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount)
//    {
//        if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
//        g_IndexBufferSize = draw_data->TotalIdxCount + 10000;
//        if (g_pd3dDevice->CreateIndexBuffer(g_IndexBufferSize * sizeof(ImDrawIdx), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, sizeof(ImDrawIdx) == 2 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, D3DPOOL_DEFAULT, &g_pIB, NULL) < 0)
//            return;
//    }
//
//    // Backup the DX9 state
//    IDirect3DStateBlock9* d3d9_state_block = NULL;
//    if (g_pd3dDevice->CreateStateBlock(D3DSBT_ALL, &d3d9_state_block) < 0)
//        return;
//
//    // Backup the DX9 transform (DX9 documentation suggests that it is included in the StateBlock but it doesn't appear to)
//    D3DMATRIX last_world, last_view, last_projection;
//    g_pd3dDevice->GetTransform(D3DTS_WORLD, &last_world);
//    g_pd3dDevice->GetTransform(D3DTS_VIEW, &last_view);
//    g_pd3dDevice->GetTransform(D3DTS_PROJECTION, &last_projection);
//
//    // Copy and convert all vertices into a single contiguous buffer, convert colors to DX9 default format.
//    // FIXME-OPT: This is a waste of resource, the ideal is to use imconfig.h and
//    //  1) to avoid repacking colors:   #define IMGUI_USE_BGRA_PACKED_COLOR
//    //  2) to avoid repacking vertices: #define IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT struct ImDrawVert { ImVec2 pos; float z; ImU32 col; ImVec2 uv; }
//    CUSTOMVERTEX* vtx_dst;
//    ImDrawIdx* idx_dst;
//    if (g_pVB->Lock(0, (UINT)(draw_data->TotalVtxCount * sizeof(CUSTOMVERTEX)), (void**)&vtx_dst, D3DLOCK_DISCARD) < 0)
//        return;
//    if (g_pIB->Lock(0, (UINT)(draw_data->TotalIdxCount * sizeof(ImDrawIdx)), (void**)&idx_dst, D3DLOCK_DISCARD) < 0)
//        return;
//    for (int n = 0; n < draw_data->CmdListsCount; n++)
//    {
//        const ImDrawList* cmd_list = draw_data->CmdLists[n];
//        const ImDrawVert* vtx_src = cmd_list->VtxBuffer.Data;
//        for (int i = 0; i < cmd_list->VtxBuffer.Size; i++)
//        {
//            vtx_dst->pos[0] = vtx_src->pos.x;
//            vtx_dst->pos[1] = vtx_src->pos.y;
//            vtx_dst->pos[2] = 0.0f;
//            vtx_dst->col = (vtx_src->col & 0xFF00FF00) | ((vtx_src->col & 0xFF0000) >> 16) | ((vtx_src->col & 0xFF) << 16);     // RGBA --> ARGB for DirectX9
//            vtx_dst->uv[0] = vtx_src->uv.x;
//            vtx_dst->uv[1] = vtx_src->uv.y;
//            vtx_dst++;
//            vtx_src++;
//        }
//        memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
//        idx_dst += cmd_list->IdxBuffer.Size;
//    }
//    g_pVB->Unlock();
//    g_pIB->Unlock();
//    g_pd3dDevice->SetStreamSource(0, g_pVB, 0, sizeof(CUSTOMVERTEX));
//    g_pd3dDevice->SetIndices(g_pIB);
//    g_pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX);
//
//    // Setup desired DX state
//    ImGui_ImplDX9_SetupRenderState(draw_data);
//
//    // Render command lists
//    // (Because we merged all buffers into a single one, we maintain our own offset into them)
//    int global_vtx_offset = 0;
//    int global_idx_offset = 0;
//    ImVec2 clip_off = draw_data->DisplayPos;
//    for (int n = 0; n < draw_data->CmdListsCount; n++)
//    {
//        const ImDrawList* cmd_list = draw_data->CmdLists[n];
//        for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
//        {
//            const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
//            if (pcmd->UserCallback != NULL)
//            {
//                // User callback, registered via ImDrawList::AddCallback()
//                // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
//                if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
//                    ImGui_ImplDX9_SetupRenderState(draw_data);
//                else
//                    pcmd->UserCallback(cmd_list, pcmd);
//            }
//            else
//            {
//                const RECT r = { (LONG)(pcmd->ClipRect.x - clip_off.x), (LONG)(pcmd->ClipRect.y - clip_off.y), (LONG)(pcmd->ClipRect.z - clip_off.x), (LONG)(pcmd->ClipRect.w - clip_off.y) };
//                const LPDIRECT3DTEXTURE9 texture = (LPDIRECT3DTEXTURE9)pcmd->TextureId;
//                g_pd3dDevice->SetTexture(0, texture);
//                g_pd3dDevice->SetScissorRect(&r);
//                g_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, pcmd->VtxOffset + global_vtx_offset, 0, (UINT)cmd_list->VtxBuffer.Size, pcmd->IdxOffset + global_idx_offset, pcmd->ElemCount/3);
//            }
//        }
//        global_idx_offset += cmd_list->IdxBuffer.Size;
//        global_vtx_offset += cmd_list->VtxBuffer.Size;
//    }
//
//    // When using multi-viewports, it appears that there's an odd logic in DirectX9 which prevent subsequent windows
//    // from rendering until the first window submits at least one draw call, even once. That's our workaround. (see #2560)
//    if (global_vtx_offset == 0)
//        g_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, 0, 0, 0);
//
//    // Restore the DX9 transform
//    g_pd3dDevice->SetTransform(D3DTS_WORLD, &last_world);
//    g_pd3dDevice->SetTransform(D3DTS_VIEW, &last_view);
//    g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &last_projection);
//
//    // Restore the DX9 state
//    d3d9_state_block->Apply();
//    d3d9_state_block->Release();
//}
//
//bool ImGui_ImplDX9_Init(IDirect3DDevice9* device)
//{
//    // Setup back-end capabilities flags
//    ImGuiIO& io = ImGui::GetIO();
//    io.BackendRendererName = "imgui_impl_dx9";
//    io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset;  // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
//    io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports;  // We can create multi-viewports on the Renderer side (optional)
//
//    g_pd3dDevice = device;
//    g_pd3dDevice->AddRef();
//
//    if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
//        ImGui_ImplDX9_InitPlatformInterface();
//
//    return true;
//}
//
//void ImGui_ImplDX9_Shutdown()
//{
//    ImGui_ImplDX9_ShutdownPlatformInterface();
//    ImGui_ImplDX9_InvalidateDeviceObjects();
//    if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
//}
//
//static bool ImGui_ImplDX9_CreateFontsTexture()
//{
//    // Build texture atlas
//    ImGuiIO& io = ImGui::GetIO();
//    unsigned char* pixels;
//    int width, height, bytes_per_pixel;
//    io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &bytes_per_pixel);
//
//    // Upload texture to graphics system
//    g_FontTexture = NULL;
//    if (g_pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &g_FontTexture, NULL) < 0)
//        return false;
//    D3DLOCKED_RECT tex_locked_rect;
//    if (g_FontTexture->LockRect(0, &tex_locked_rect, NULL, 0) != D3D_OK)
//        return false;
//    for (int y = 0; y < height; y++)
//        memcpy((unsigned char *)tex_locked_rect.pBits + tex_locked_rect.Pitch * y, pixels + (width * bytes_per_pixel) * y, (width * bytes_per_pixel));
//    g_FontTexture->UnlockRect(0);
//
//    // Store our identifier
//    io.Fonts->TexID = (ImTextureID)g_FontTexture;
//
//    return true;
//}
//
//bool ImGui_ImplDX9_CreateDeviceObjects()
//{
//    if (!g_pd3dDevice)
//        return false;
//    if (!ImGui_ImplDX9_CreateFontsTexture())
//        return false;
//    ImGui_ImplDX9_CreateDeviceObjectsForPlatformWindows();
//    return true;
//}
//
//void ImGui_ImplDX9_InvalidateDeviceObjects()
//{
//    if (!g_pd3dDevice)
//        return;
//    if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
//    if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
//    if (g_FontTexture) { g_FontTexture->Release(); g_FontTexture = NULL; ImGui::GetIO().Fonts->TexID = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
//    ImGui_ImplDX9_InvalidateDeviceObjectsForPlatformWindows();
//}
//
//void ImGui_ImplDX9_NewFrame()
//{
//    if (!g_FontTexture)
//        ImGui_ImplDX9_CreateDeviceObjects();
//}
//
////--------------------------------------------------------------------------------------------------------
//// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
//// This is an _advanced_ and _optional_ feature, allowing the back-end to create and handle multiple viewports simultaneously.
//// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
////--------------------------------------------------------------------------------------------------------
//
//// Helper structure we store in the void* RenderUserData field of each ImGuiViewport to easily retrieve our backend data.
//struct ImGuiViewportDataDx9
//{
//    IDirect3DSwapChain9*    SwapChain;
//    D3DPRESENT_PARAMETERS   d3dpp;
//
//    ImGuiViewportDataDx9()  { SwapChain = NULL; ZeroMemory(&d3dpp, sizeof(D3DPRESENT_PARAMETERS)); }
//    ~ImGuiViewportDataDx9() { IM_ASSERT(SwapChain == NULL); }
//};
//
//static void ImGui_ImplDX9_CreateWindow(ImGuiViewport* viewport)
//{
//    ImGuiViewportDataDx9* data = IM_NEW(ImGuiViewportDataDx9)();
//    viewport->RendererUserData = data;
//
//    // PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL_Window*).
//    // Some back-ends will leave PlatformHandleRaw NULL, in which case we assume PlatformHandle will contain the HWND.
//    HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle;
//    IM_ASSERT(hwnd != 0);
//
//    ZeroMemory(&data->d3dpp, sizeof(D3DPRESENT_PARAMETERS));
//    data->d3dpp.Windowed = TRUE;
//    data->d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
//    data->d3dpp.BackBufferWidth = (UINT)viewport->Size.x;
//    data->d3dpp.BackBufferHeight = (UINT)viewport->Size.y;
//    data->d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
//    data->d3dpp.hDeviceWindow = hwnd;
//    data->d3dpp.EnableAutoDepthStencil = FALSE;
//    data->d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
//    data->d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;   // Present without vsync
//    
//    HRESULT hr = g_pd3dDevice->CreateAdditionalSwapChain(&data->d3dpp, &data->SwapChain); IM_UNUSED(hr);
//    IM_ASSERT(hr == D3D_OK);
//    IM_ASSERT(data->SwapChain != NULL);
//}
//
//static void ImGui_ImplDX9_DestroyWindow(ImGuiViewport* viewport)
//{
//    // The main viewport (owned by the application) will always have RendererUserData == NULL since we didn't create the data for it.
//    if (ImGuiViewportDataDx9* data = (ImGuiViewportDataDx9*)viewport->RendererUserData)
//    {
//        if (data->SwapChain)
//            data->SwapChain->Release();
//        data->SwapChain = NULL;
//        ZeroMemory(&data->d3dpp, sizeof(D3DPRESENT_PARAMETERS));
//        IM_DELETE(data);
//    }
//    viewport->RendererUserData = NULL;
//}
//
//static void ImGui_ImplDX9_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
//{
//    ImGuiViewportDataDx9* data = (ImGuiViewportDataDx9*)viewport->RendererUserData;
//    if (data->SwapChain)
//    {
//        data->SwapChain->Release();
//        data->SwapChain = NULL;
//        data->d3dpp.BackBufferWidth = (UINT)size.x;
//        data->d3dpp.BackBufferHeight = (UINT)size.y;
//        HRESULT hr = g_pd3dDevice->CreateAdditionalSwapChain(&data->d3dpp, &data->SwapChain); IM_UNUSED(hr);
//        IM_ASSERT(hr == D3D_OK);
//    }
//}
//
//static void ImGui_ImplDX9_RenderWindow(ImGuiViewport* viewport, void*)
//{
//    ImGuiViewportDataDx9* data = (ImGuiViewportDataDx9*)viewport->RendererUserData;
//    ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
//
//    LPDIRECT3DSURFACE9 render_target = NULL;
//    LPDIRECT3DSURFACE9 last_render_target = NULL;
//    LPDIRECT3DSURFACE9 last_depth_stencil = NULL;
//    data->SwapChain->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &render_target);
//    g_pd3dDevice->GetRenderTarget(0, &last_render_target);
//    g_pd3dDevice->GetDepthStencilSurface(&last_depth_stencil);
//    g_pd3dDevice->SetRenderTarget(0, render_target);
//    g_pd3dDevice->SetDepthStencilSurface(NULL);
//
//    if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
//    {
//        D3DCOLOR clear_col_dx = D3DCOLOR_RGBA((int)(clear_color.x*255.0f), (int)(clear_color.y*255.0f), (int)(clear_color.z*255.0f), (int)(clear_color.w*255.0f));
//        g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET, clear_col_dx, 1.0f, 0);
//    }
//
//    ImGui_ImplDX9_RenderDrawData(viewport->DrawData);
//
//    // Restore render target
//    g_pd3dDevice->SetRenderTarget(0, last_render_target);
//    g_pd3dDevice->SetDepthStencilSurface(last_depth_stencil);
//    render_target->Release();
//    last_render_target->Release();
//    if (last_depth_stencil) last_depth_stencil->Release();
//}
//
//static void ImGui_ImplDX9_SwapBuffers(ImGuiViewport* viewport, void*)
//{
//    ImGuiViewportDataDx9* data = (ImGuiViewportDataDx9*)viewport->RendererUserData;
//    HRESULT hr = data->SwapChain->Present(NULL, NULL, data->d3dpp.hDeviceWindow, NULL, NULL);
//    IM_ASSERT(hr == D3D_OK);
//}
//
//static void ImGui_ImplDX9_InitPlatformInterface()
//{
//    ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
//    platform_io.Renderer_CreateWindow = ImGui_ImplDX9_CreateWindow;
//    platform_io.Renderer_DestroyWindow = ImGui_ImplDX9_DestroyWindow;
//    platform_io.Renderer_SetWindowSize = ImGui_ImplDX9_SetWindowSize;
//    platform_io.Renderer_RenderWindow = ImGui_ImplDX9_RenderWindow;
//    platform_io.Renderer_SwapBuffers = ImGui_ImplDX9_SwapBuffers;
//}
//
//static void ImGui_ImplDX9_ShutdownPlatformInterface()
//{
//    ImGui::DestroyPlatformWindows();
//}
//
//static void ImGui_ImplDX9_CreateDeviceObjectsForPlatformWindows()
//{
//    ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
//    for (int i = 1; i < platform_io.Viewports.Size; i++)
//        if (!platform_io.Viewports[i]->RendererUserData)
//            ImGui_ImplDX9_CreateWindow(platform_io.Viewports[i]);
//}
//
//static void ImGui_ImplDX9_InvalidateDeviceObjectsForPlatformWindows()
//{
//    ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
//    for (int i = 1; i < platform_io.Viewports.Size; i++)
//        if (platform_io.Viewports[i]->RendererUserData)
//            ImGui_ImplDX9_DestroyWindow(platform_io.Viewports[i]);
//}
